Techno Wizard "Avian" class Frigate (Modified Chinese Type 58):

The Chinese Type 58 Frigate was among the most common of the Pre-Rifts
Frigate classes and exported to countries around the world. Many were destroyed
but a surprising number survived. Of course with most militaries shattered,
many of these fell into private hands. Others were lost for decades until
they were found once again.

While many techno-wizards prefer old type designs, some techno-wizards
prefer more modern and advanced designs to modify. The Type 58 due to being
fairly plentiful is one of the more common classes which is modified by
techno-wizards. Some groups have actually made a habit of trying to hunt
down these vessels so that they might restore them. So far, it is believed
that six have found their way into the hands of techno-wizards. Each one
has been give a "Bird" type name including Hawk, Kingfisher, and Wren.

In general, the Type 58 is a pretty capable vessel even after the coming
of the Rifts. It is fairly well armored and has decent, if not outstanding,
sensor systems. It is well armed for its size with a 76 mm cannon and forty-eight
long range missiles. The nuclear power plant gives a good speed, basically
thirty-two knots, and virtually unlimited range as well. All of this does
not mean that the ship cannot be improved however. Most of the modifications
are surprisingly minor though.

Even though surprisingly tough, the addition of a techno-wizard force
field makes the ship even more resistant to damage. This shield can be
activated up to three times in a twenty-four hour basis. To give the ship
additional protection, the ship is has the enchantment of "Impervious to
Energy." While many heavy weapons encountered are projectile weapons, a
large amount of lighter weaponry are energy weapons. In addition, many
missiles and shells are plasma warheads which the field also protects from.
A magical "fireworks" chaff and flare system replaces the standard system.

The ship was designed with stealth in mind although the destroyer only
has a reduced radar cross signature not the ability to be almost invisible
on radar as with several stealth fighter designs. This was fairly easily
solved with the enchantment of “Invisibility Superior” This also makes
the ship basically impossible to detect using sonar systems while active.
The ship carries optics so that the captain and crew can see invisible
targets themselves. The various enchantments are supported by a magical
energy battery. While crew is not reduced, the ship only really requires
a single techno-wizard or other spell caster as part of the crew although
more commonly there are at least a couple.

The 76 mm round is too small for the more powerful special enchanted
rounds although enchanted torpedoes can be fired from the torpedo tubes.
Otherwise, the only modification to the weapon system is with the 30 mm
Gatling Cannons. These are replaced by single barrel flack cannon mounts
used on the Triax "Hunter" heavy power armor. The fire control had to be
slightly reprogrammed to take advantage of the new weapon system. Range
is virtually identical but the ability to sustain defensive fire is greatly
increased. Most often, this is the captain and/or executive officer of
the vessel.

Instead of embarking only four to six “Troll” power armors, the ship
more commonly embarks the full compliment of troops in Mystic Power Armor.
These require no more room than if they used standard body armor and while
not as fast most power armors, they have several advantages as well. The
ship does also retain a hanger and various VTOL aircraft can operate from
the rear flight deck of the frigate.

Notes:[1] Destroying Phased Array radar panels will destroy the ship’s fire
control systems but guns have backup systems and panels can compensate
for each other.
[2] Destroying the main body causes the ship to lose structural integrity,
causing the ship to sink. There are enough life preservers and inflatable
life boats to accommodate everyone on the ship.
[3] As per the spell “Armor of Ithan” - Magic, fire, lightning, and cold all inflict
one-half damage. Each activation lasts for 30 minutes.

Speed:Surface: 36.8 mph (32 knots/ 59.3 kph)
Range: Unlimited due to fusion engines (needs to refuel every
10 years and requires maintenance as well). Ship carries four months of
supplies on board.

Statistical Data:Length: 454.4 feet (138.5 meters)
Draft: 19.0 feet (5.8 meters)
Width: 52.5 feet (16.0 meters)
Displacement: 3,850 tons standard and 4,220 tons fully loaded
Cargo: Can carry 220.5 tons (200 metric tons) of nonessential equipment
and supplies. Each enlisted crew member has a small locker for personal
items and uniforms. Ships officers have more space for personal items.
Most of the ship’s spaces are taken up by extra ammo, armor, troops, weapons,
and engines.
Power System: Nuclear Reactors, average life span is 10 years
(Also has a magic P.P.E. magical energy battery)
Market Cost: Extremely rare, if found on the black market would
probably cost 150 to 300 million credits.

Weapon Systems:

One (1) 3 inch (76.2-mm) 59-cal DP AK-176 Naval Gun: The
ship mounts a rapid fire three inch gun mount forward of the superstructure
and missile launchers. This weapon mount is a Russian / Soviet style weapon
mount and is mounted on multiple different classes. The main weaknesses
of the gun are its relatively short range and the fact it cannot use rocket
assisted projectiles. The gun was carried on many ship classes around the
world until well into the Twenty First century. The guns can be used against
other ships, ground targets, aircraft, and even missiles. Theses guns were
among the smallest that could use a proximity fuse for their warheads.
Maximum Effective Range: 4.66 miles (4.04 nautical miles/7.5
km) for standard projectiles
Mega-Damage:High Explosive: 1D4x10 M.D.C. with 10 ft
(3 m) blast radius per single shot and 3D4x10 M.D.C. with 20 ft (6.1 m) blast
radius for three round burst. High Explosive Armor Piercing: 1D6x10
M.D.C. with 4 ft (1.2 m) blast radius per single shot and 3D6x10 M.D.C.
with 8 ft (2.4 m) blast radius for three round burst. Plasma: 2D4x10
M.D.C. with 12 ft (3.7 m) blast radius per single shot and 6D4x10 M.D.C.
with 25 ft (7.6 m) blast radius for three round burst.
Rate of Fire: Equal to gunners Hand to Hand (Three round bursts
count as one attack).
Payload: 300 rounds. Ship normally carries usually carries 100
High Explosive, 100 High Explosive Armor Piercing, and 100 Plasma.

Two (2) "Modified" Type 850 Combination Anti-Missile Systems:
Originally mounted a seven barrel 30 mm Gatling cannon but replaced by
the TX-862FC Flack Cannon identical to the cannon carried on the Hunter
class Power Armor. Short range missile launchers are unmodified. One is
mounted on the forward and the other on the after part of the vessel's
superstructure. While mounted in one system, both defense systems have
separate tracking systems. Short range missiles are designed to be able
to track and target multiple missiles simultaneously. Gatling cannon fires
burst of 20 or 40 rounds at incoming air attacks, especially missiles,
usually those which leak through the missile defense. System can be targeted
against surface targets and ground targets.
Maximum Effective Range:Flack Cannon: 10,000 feet (3048
meters). Short Range Missiles: As per short range missile type (See
revised bomb and missile tables for details.)
Mega Damage:Flack Cannon: Single round 4D6 M.D., two
rounds 1D6x10 M.D., or a rapid fire volley of six rounds 3D6 x 10 M.D.
Range Missiles: As per short range missile type - Usually fragmentation
(See revised bomb and missile tables for details.)
Rate of Fire:Flack Cannon: 6 attacks per melee. (+2
to strike aircraft; +3 to strike missiles.) Short Range Missiles: 2
attacks per melee, can fire one at a time or in volleys of two or four.
Payload:Flack Cannon: 800 Rounds (2 Drums of 400) -
133 rapid fire volleys of six rounds or 400 two round volleys. . Short
Range Missiles: 24 short range missiles per mount.

Six (6) HQ-24 Long Range Vertical Launch Systems: Mounted
in front of the ship’s superstructure, launchers have eight cells each
for a total of forty-eight cells mounted in octagonal patterns. Launcher
is not as flexible as the Mk 41 launcher and can only fire long range missiles.
Missiles are primarily anti-air missiles although ground attack is a secondary
role of launcher. Similar multi-purpose missiles are used in both cases.
As well, anti-submarine rocket launched torpedoes can also be fired (See
revised Rifts torpedoes for details.). The
launchers can launch at multiple targets simultaneously.
Maximum Effective Range: Varies with long range missile type
(Go to
revised bomb and missile tables for details.)
Mega-Damage: Varies with long range missile type (See
revised bomb and missile tables for details.)
Rate of Fire: Can fire missiles one at a time or in volleys of any amount up to
twenty-four (24) missiles total in any combination and at multiple targets at the same
time (All launchers combined)
Payload: 48 long range missiles total (8 each launcher)

Two (2) Medium Torpedo Launchers: Mainly design for anti-submarine
warfare but can be used against surface targets. There is one launcher
on each side of the ship with three tubes each. The tubes have an automatic
reloading system and can be fired quickly. The ships carries a total of
36 torpedoes for reloads. For the most part torpedo warheads are equal
to medium range missile warheads. Magical torpedo warheads can also be
used.
Maximum Effective Range: 20 miles (17.4 nautical miles / 32 km) for standard torpedoes.
Mega Damage: By Medium torpedo warhead type (See
revised Rifts torpedoes for details.)
Rate of Fire: Can fire torpedoes one at a time or in volleys of two (2) or three (3) torpedoes per side,
launcher can fire a maximum of two volleys per melee each launcher
Payload: Has 36 torpedoes for reloads.

“Fireworks” Anti-Missile Chaff/Flare Dispenser (2): In many
ways this system is similar to technological versions of the Chaff/Flare
system. When the system fires, it looks like fireworks firing. The anti-missile
system works by combining three spells. The three spells are Fire Bolt,
Apparition, and Telekinesis. The physical effects of the system are similar
to the Triax Anti-Missile chaff but instead of being reloaded, it is recharged
by spells.
Effect:

Also note that the chaff cloud will also blind flying monsters that
fly through cloud. They will suffer the following penalties: reduce melee
attacks/actions, combat bonuses, and speed by half.
Duration: 1D4 melee rounds.
Payload: 10 Uses before being recharged. Each launcher is recharged
by the spells Apparition (20 P.P.E.), Fire Bolt (7 P.P.E.), and Telekinesis
(8 P.P.E.). The cost for all launchers to be recharged is 70 P.P.E. All
launchers must be activated at the same time to operate correctly.

Techno-Wizard Modifications: The "Avian" class frigates has
the following techno-wizard modifications built into the ship. These require
P.P.E. or I.S.P. from the ships crew or P.P.E. battery. The P.P.E. and
I.S.P. values listed inside of the parenthesis are if using higher P.P.E.
costs for larger vehicles.
Special Features:

The ship has all systems standard on a robot vehicle plus the following
special features:

Type 355 SAPARS Phased Array Radar: Powerful and flexible pre-rifts
radar system that is comprised of four panels that each emit radar waves.
Less advanced than the phased radar system fitted on the Coalition ships
but still powerful. If allowed by the horizon, the system can track out
to 201.4 miles (175 nautical miles / 324.1 km) and can simultaneously track
and identify up to 288 targets at one time. The system controls missile
launched from the long range missile launchers and the system can track and
guide each individual missile to a individual target for up to 96 targets.
If a target is eliminated, missiles are automatically guided to a new target.
The system can also control missiles launched from other linked vessels
as well and can also act as fire control for gun mounts.

MGK-345 Hull Sonar System: Mounted under the bow of the ship. Sonar
system has a range of around 18.4 miles (16 nautical miles / 29.6 km).
This hull sonar system has both a passive and active system built in. Sonar
system can track up to 16 targets at one time

MGT-350 Towed Array Sonar: The system is basically a long and very
sensitive sonar system carried behind the ship on a long cable. Sonar system
has a range of around 86.3 miles (75 nautical miles /139.9 km). This towed
array Sonar is a passive only sensor system. Sonar system can track up
to 32 targets at one time.

Sonar Masking System:The ship uses air bubbles to form a barrier against sonar and protects both
the hull and the propellers. Gives a -10% penalty to any Read Sensory Instrument skill rolls to detect
this ship using sonar and reduces ability to classify vessel.

Radar Defeating Profile: The ship superstructure is designed so
that the radar profile of the ship is reduced. Because of this, attempts
to detect the ship using radar are made with a -10% penalty to read sensor
rolls when attempting to detect this ship and vessel will appear to be smaller on radar than it would otherwise. Go to
General Detection Penalties / Bonuses
for more information on penalties and bonuses to use with stealth.

Combination Radar Detectors and Active Jamming System: Combination
of radar detection system (ESM) and an active jamming system. The system
can detect another radar system at around 125% of the range of the transmitting
radar. In jamming mode, causes -25% to detection but when it is active,
other vehicles/ bases can detect that it is jamming, and some missiles
will home in on jamming signals. Jamming also causes a -4 penalty to all
radar guided weapons.

Magical “See the Invisible” Optics: The ship has several special optical systems
with see the invisible on them. Same as spell and used at will. 2,000 feet
(610 meters) range. Can see forces, objects, and creatures which can turn
invisible, or are invisible. Can also see vaporous beings and astral bodies.

P.P.E. Battery: The ship has a special P.P.E. battery, unlike similar
systems in Phase World, it does not generate magical energy but stores
magical energy. The system will store up to 500 P.P.E. and can be stored
by crew members and absorbs P.P.E. from Ley Lines and Nexus Points. It
will absorb P.P.E. at the rate of 20 per hour on ley lines and 40 per hour
on nexus points.